[sldev] Avatar Rending Speed

Lawson English lenglish5 at cox.net
Sat Jan 19 01:02:54 PST 2008


Dzonatas wrote:
> Lawson English wrote:
>> Lawson English wrote:
>>> Dzonatas wrote:
>>>> Callum Lerwick wrote:
>>>>> You're barking up the wrong tree. If you want higher framerates, 
>>>>> figure
>>>>> out why avatar rendering is so goddamn slow. It dwarfs all other
>>>>> rendering by far.
>>>>>   
>>>>
>>>> (notices subject changed... /me checks-off on list)
>>>> (changed subject in Subject bar... /me checks-off on list)
>>>>
>>>> There was some patches posted to speed up avatar rendering, but 
>>>> that effort has been ..uhm.. derailed.
>>>>
>>>> Now that Windlight is coming out with its low quality avi tradeoff 
>>>> for framerates, those patches don't seem to matter anymore.
>>>>
>>>
>>> Well, the WIndlight rendering is a step in the right direction, but 
>>> there's bound to be more that can be done, especially in specific 
>>> circumstances. Bots/Limited Capability Clients that aren't meant to 
>>> have massive bling attachments, for example, might be candidates for 
>>> optimized rendering.
>>>
>>>
>> Which goes back to providing info to the sims about the existence of 
>> such LCC's  and what they can actually do.
>>
>>
>
> There are different issues here: the speed in which the geometry of an 
> avatar is rendered and the speed at which the attachments are 
> rendered.  The code is separate.

Didn't realize that. Though I'm still wondering if it is truly 
orthogonal, even if the client-side rendering is. The server might still 
treat avatras the same on its side, even when its certain that no 
attachments will be present.

>
> I don't understand why an LCC, or any viewer, would need to tell a sim 
> that it is currently rendering at a low quality. I understand with an 
> LCC that it tells the sim not to send as much info that a viewer would 
> normally get. In the end, the step to remove geometric updates does 
> not actually increase render speed... it just lowers the quality as a 
> tradeoff.
>
> The vertex shaders help, but I still would like to see multiprocessor 
> rendering threads.
>



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